Exam 10: Digital Gaming and the Media Playground
Exam 1: Mass Communication: a Critical Approach28 Questions
Exam 2: Books and the Power of Print30 Questions
Exam 3: Newspapers to Digital Frontiers: Journalisms Journey24 Questions
Exam 4: Magazines in the Age of Specialization42 Questions
Exam 5: Sound Recording and Popular Music37 Questions
Exam 6: Popular Radio and the Origins of Broadcasting48 Questions
Exam 7: Movies and the Impact of Images62 Questions
Exam 8: Television, Cable, and Specialization Invisual Culture45 Questions
Exam 9: The Internet and New Technologies: the Media Converge26 Questions
Exam 10: Digital Gaming and the Media Playground29 Questions
Exam 11: Advertising and Commercial Culture39 Questions
Exam 12: Public Relations and Framing the Message36 Questions
Exam 13: Legal Controls and Freedom of Expression47 Questions
Exam 14: Media Economics and the Global Marketplace35 Questions
Exam 15: Social Scientific and Cultural Approaches to Media Research18 Questions
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Digital game addiction is a problem that affects men and women in equal numbers.
(True/False)
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The first versions of digital games were developed in the 1980s.
(True/False)
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Players involved in online fantasy sports usually lose interest in watching real sports games.
(True/False)
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Many digital games are purposefully designed to cultivate obsessive play.
(True/False)
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How would you compare the cost of creating and launching a major new game to producing a movie?
(Multiple Choice)
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A 2011 Singapore study showed what percentage of those between grades 3 to 8 could be classified as digital game addicts?
(Multiple Choice)
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Pinball was originally banned in most U.S.cities because it was considered similar to gambling.
(True/False)
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